A Roller - Fast Sampling-Based Texture Synthesis Algorithm

Abstract: 
A method for synthesizing natural textures that realistically matches given colour texture appearance. The novel texture synthesis method, which we call the roller, is based on the overlapping tiling and subsequent minimum error boundary cut. An optimal double toroidal patch is seamlessly repeated during the synthesis step. While the method allows only moderate texture compression it is extremely fast and easily implementable in a graphical hardware for purpose of real-time rendering.
  • Extremely fast method, there is no computation in synthesis.
  • Unlimited seamles BTF texture enlargement.
  • Easy GPU implementation.
  • Mild BTF texture compression ratio (1:3), occasional failure on textures with dominant directional low frequencies.


    Demo



    Results

    input texture enlarged texture
    double-toroidal tile
Reference: 
Haindl, M., and M. Hatka, "A Roller - Fast Sampling-Based Texture Synthesis Algorithm", The 13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, Plzen, University of Western Bohemia, pp. 80-83, February, 2005.
Haindl, M., and M. Hatka, "BTF Roller", Texture 2005: Proceedings of 4th Internatinal Workshop on Texture Analysis and Synthesis, Edinburgh, Heriot-Watt University, pp. 89-94, October, 2005.